/*
Copyright (c) [2019年5月1日] [吴超]
[MBT_studio] is licensed under Mulan PSL v2.
You can use this software according to the terms and conditions of the Mulan PSL v2.
You may obtain a copy of Mulan PSL v2 at:
		 http://license.coscl.org.cn/MulanPSL2
THIS SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, WITHOUT WARRANTIES OF ANY KIND,
EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO NON-INFRINGEMENT,
MERCHANTABILITY OR FIT FOR A PARTICULAR PURPOSE.
See the Mulan PSL v2 for more details.
*/
#ifndef INCLUDE_SHADER_TASTER_BONE
#define INCLUDE_SHADER_TASTER_BONE



#ifdef __cplusplus


#else

layout(std430, column_major, scalar, binding = DEF_BINDING_Bones_Props) readonly buffer U7_VertexSkeleton {
	S_VertBone m_VertBone[];
};

layout(std430, column_major, scalar, binding = DEF_BINDING_Bones_Map) readonly buffer U_BonesWeigthOffset {
	S_BoneMap m_BonesAttrOffset[];
};



//骨骼对应变换
layout(std430, column_major, scalar, binding = DEF_BINDING_Bones_Matrix) readonly buffer U_VertexSkeletonMatrix {
	S_BonePose m_SkeletonMatrix[];
};

//layout(std430, column_major, binding = DEF_BINDING_Bones_Weigth) readonly buffer U_VertexWeigth {
//	float m_VertexWeigth[];
//};


#endif








#endif //INCLUDE_SHADER_TASTER_BONE



